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Reputation: 100 I have a solid reputation
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Junior Members
Active Posts:
42 (0.03 per day)
Most Active In:
Duke Nukem 3D maps & level editing (26 posts)
Joined:
23-June 13
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User is offline Sep 13 2017 12:20 AM
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Posts I've Made

  1. In Topic: [RELEASE] Mario Kart 64 Double Deck

    10 July 2017 - 02:10 AM

    View PostPaul B, on 09 July 2017 - 09:27 PM, said:

    Intresting toilet duck launches a new map then doesn't come back to the forums... hope everything is ok on his end....


    Things are okay on my end; I've just been working on other maps at the moment.
  2. In Topic: polymost rendering transparency wrong (blatent example)

    09 May 2017 - 01:14 AM

    Quote

    moving the transparent sprite ever so slightly farther away from the camera than the sprite it is on top of

    Maybe this is just me, but I think that moving a sprite to a closer/farther distance from the camera might cause unwanted side effects when something else requires the sprite to be at the correct distance.
    As an alternative...is it possible to make certain sprites automatically "win" or "lose" when it comes to priority over other sprites at exactly the same distance? (I'm imagining some kind of "tiebreaker" mechanism...) If so, then that might be a better solution.
  3. In Topic: Sprite Transparency

    03 May 2017 - 09:40 PM

    The Duke3D palette contains two different pink colors that look identical in Editart but are treated differently by the game engine. One color is the transparent "magic pink" color used for transparency in the vanilla tiles; the other is treated as a non-transparent color but looks the same in Editart. To make the transparency work properly, you need to ensure that your tiles are using the correct pink color.
  4. In Topic: A small issue with custom sprites

    28 April 2017 - 06:31 AM

    Does your new graphic replace an existing tile, or are you putting it in the "user art" section of the .ART files? If you're replacing an existing tile, then which one is it? Replacing an existing tile might result in some weird things happening, depending on the specific tile you're replacing. (For example, certain things (enemies, items, etc.) get resized to certain sizes during play, regardless of what size you set them to in the map.)
  5. In Topic: [RELEASE] Winterfall

    10 October 2016 - 11:17 AM

    By the way...I think that some of the technical issues with this map (crashes, graphical glitching) might be caused by individual sectors that span long distances. I tried using the latest build with this map, and it didn't crash, but still had the graphical glitching; in the past, going all the way back to DOS Duke v1.3d, I've encountered issues with single sectors of such sizes, even if they were otherwise put together properly.

    So, basically, splitting up all the excessively large sectors (in the areas where that's possible) might help fix some of the problems.

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